I’ve been working on Starcyst, a significantly more polished and concise follow up to Vile for a while.
With the game in Early Access as I set up mechanics, systems and other things I’ll need for the rest of the game, I wanna know what people think of it so far! As well as for people to let me know about what does and doesn’t work, what’s broken, etc.
Synopsis:
Starcyst is a singleplayer exploration & discovery game with a focus on immersion, atmosphere and MANY words of lore and worldbuilding waiting to be uncovered. The game begins with you as C-26, a Classified USATS Operative, trailing a rogue scientist and their valuable research across our solar system as a celestial corruption spreads across the planets we know and hold dear (with Earth being the first level of many to come)
You get a scanner, which is used to encourage investigation of the world by rewarding you with special scan logs whenever you scan an object. Readable objects can also be found which contain story and lore stuff, and a secrets, dangers, mysteries and threats can be found in the variety of environments that make up the level.
There are also now multiple routes for taking on each area, each one with their own tricks, gimmicks, twists and mechanics.
I hope you enjoy it, and if you have any feedback or issues, PLEASEPLEASEPLEASEPLEASEPLEASE reply with it!
From what I can see, this game looks great! Do you have plans on adding mobile device support?
It’s really interesting to see a well done singleplayer game on a predominantly multiplayer platform
I’ve released a proper update, hopefully improving flow with the initial stages of the level and now i am once again asking for your critical support
A big issue I’ve noticed is that you get the cool intro sequence, then… you’re vaguely told what to do, and people tend to lose interest after a bit thereafter. I need suggestions for making the first area - the one where you’re looking for the keypad code - more engaging for players.
I was thinking about making that area prettier - woo flashing lights and saturated colours woo - , or adding some hazards or something, i think that could be cool, problem is making it all make sense lol.
// edit a few days later : i have made the starting area more foggy, hopefully inferred people to actually investigate stuff with sound cues + visual cues
Latest update saw lots of positive reception, people sharing it, telling other people about it - very good. People seem to like it, but I need to know more about what people like about the game, what parts of it they want to see more of, and what parts they don’t like.
So I bump this thread after giving my game another big update. I hope to see some responses!